#version 320 es
precision mediump float;

out vec4 frag_color;

in VS_OUT {
    vec3 normal;
    vec2 uv;
} vs_out;

/*
struct nanosuit_material
{
    sampler2D tex_diffuse0;
    sampler2D tex_specular0;
};

uniform nanosuit_material material;
*/
void main()
{
    /*
    frag_color = texture(material.tex_diffuse0, vs_out.uv);
    frag_color += vec4(0.01, 0, 0, 0) * texture(material.tex_specular0, vs_out.uv);
    */
    frag_color = vec4(0, 1, 0, 0);
}
